JohnSnow
Hero
smathis said:Any ideas on using the Condition Track in 4e? How do you think it would affect gameplay?
This is one of those things that I think would be a good fit for the DMG.
Well, I had a bunch of theories about how the Condition Track would work before it turned up. And I think it wouldn't be hard to houserule in something similar to handle the one thing Fourth Edition damage system seems (so far) to overlook - persistent injuries.
I think that you could institute a mechanic that everytime a character plunges to negative hit points, he receives a persistent injury, which shoves him one level down the Condition Track. You'd have to figure out what was a reasonable penalty and recovery rate, but I'd probably do something like this (Condition Names negotiable):
Conditions:
Lightly Wounded: -1 to all checks and defenses.
Seriously Wounded: -2 to all checks and defenses.
Critically wounded: -4 to all checks and defenses.
Gravely wounded: -8 to all checks and defenses.
Mortally wounded: -16 to all checks and defenses.
Dead: Dead.
Conditions persist for 2 days per negative even with medical treatment or magical healing. In other words, it takes a Mortally wounded character 16 days to revert to gravely wounded, a gravely wounded character 8 days to become critically wounded, a critically wounded character 4 days to become seriously wounded, a seriously wounded character 2 days to become lightly wounded, and a lightly wounded character 2 days to return to full health.
Dropping to negative hit points is the only thing that gives you a wound. Alternatively, you could have a massive damage threshold for causing wounds as well.
And of course, you could introduce a "Cure Wounds" ritual that moves the character one level (or more, for more powerful rituals) up the track.
I'm not sure it's worth the trouble, but it's a fairly easy thing to add in. I may screw around with it after I get used to the Fourth Edition rules.
Of course, there may already be something similar in the PHB or DMG.
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